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| VIDEO SHOWCASE |
| WINDOWS DEMO |
| ANDROID DEMO |
Lead your miniature army to victory! This dynamic endless runner lets players gather an expanding crowd, navigate math-based multiplier gates, and engage in thrilling physics-driven battles against toy soldier hordes. With procedural level generation, dynamic UI counters, and a complete asset pack, it's perfect for creating fast-paced, visually engaging gameplay with satisfying progression.
Key Features:
🏃♂️ Dynamic Endless Runner Core: Procedurally generated levels ensure endless replayability, built from modular segments.
➕➖ Engaging Multiplier Gates: Players make quick mathematical decisions at gates to strategically grow or (perilously!) shrink their follower count.
⚔️ Automated Crowd Combat: Witness thrilling, physics-driven battles as your amassed followers automatically clash with enemy groups. No complex individual combat AI needed
🤖 Simple AI System: Enemies are commanded by their segments to engage, providing clear objectives and direct confrontations.
📊 Real-Time UI Counters: Dynamic Widget Components display live follower and enemy counts directly above the action.
🏁 Game Start & GameOver Flow: Includes a "Press Any Key to Start" sequence with post-process effects and a robust Game Over condition based on follower count.
🔩 Clean & Commented Blueprints: Organized project structure following Unreal Engine guidelines, with clearly commented Blueprints making customization and learning a breeze.
🧸 Charming Toy Soldier Theme: All included assets feature a consistent, appealing toy aesthetic.
📱 Mobile Performance Considerations: Logic designed with performance in mind (e.g., timed updates for AI behavior, simple collision) making it a good base for mobile targets.
What's Included:
Full Gameplay Systems (Blueprints):
BP_Crowd_Gamemode: Manages the core game loop, including procedural segment spawning and despawning, game over conditions, and overall game flow orchestration.
BP_Crowd_Player: The central player character Blueprint, handling movement input, follower management (spawning, destruction notifications), UI updates for follower counts, and transitions between normal and battle states.
BP_Follower: Defines the behavior of individual player followers, including logic for following the player in formation and engaging enemies at a designated clash point during battles.
BP_Enemy: Governs individual enemy units, their spawning by segments, and their AI behavior to attack the player or a designated clash point when a battle is initiated.
BP_BaseGroundSegment: The foundational parent class for all track segments, providing basic ground visuals and the trigger mechanism for spawning subsequent segments in the endless runner.
BP_MultiplierSegment: Implements the interactive math-based gates that dynamically alter the player's follower count based on the operation (+, -, x, /) and value chosen.
BP_EnemySegment: Responsible for spawning groups of BP_Enemy units and orchestrating battle encounters by commanding both its enemies and the player's followers to a central clash point. Manages the lifecycle of its local battle.
Blueprint Interfaces (BPI_ prefix): A set of interfaces (BPI_PlayerInteractions, BPI_FollowerAI, BPI_EnemyAICommands, BPI_SegmentInitialization, etc.) ensuring clean and decoupled communication between the core gameplay Blueprints.
Enumerations (E_ prefix): Includes E_MathOperation for defining the types of operations on multiplier gates.
Themed 3D Assets (Toy Soldier Style Meshes):
Characters & Weapons:
SK_ArmyMan: The primary Skeletal Mesh for player, follower, and enemy units, complete with SKEL_ArmyMan Skeleton.
SM_Thompson: A classic toy-style submachine gun Static Mesh.
Environment & Props:
SM_Ground: A versatile Static Mesh piece for constructing the track segments.
SM_Tree_01, SM_Tree_02, SM_Tree_03, SM_Tree_04: Four distinct toy tree Static Mesh variants for environmental detail.
SM_Fence: A military-style toy fence prop Static Mesh.
SM_Tank: An iconic toy tank vehicle Static Mesh.
Audio Assets (Sound Cues & Source Sound Waves):
Music:
Two Original Looping Themes: SC_Crowd_Runner_Theme1 & SC_Crowd_Runner_Theme2 (plus their source SW_ files).
Sound Effects Pack: A suite of Sound Cues and their source Sound Waves for key game events:
SC_BattleGoing / SW_BattleGoing (For intense battle ambience)
SC_Dead_Cue / SW_Dead (Impactful unit destruction feedback)
SC_GameOver / SW_GameOver (Definitive game over sound)
SC_SpawnedFollower / SW_SpawnedFollower (Satisfying audio for gaining followers)
User Interface (Widgets):
WBP_StartScreen: A simple "Press Any Key to Start" UI Widget Blueprint displayed at game launch.
WBP_UnitCounter: A reusable Widget Blueprint designed to display an icon alongside a numerical count, used for both player follower and enemy group UI elements.
Textures & Materials:
UI Icons: T_Follower and T_Enemy icon Textures for the unit counter widgets.
Environment Textures: Example T_Ground_..._D (Diffuse/BaseColor) and T_Ground_..._N (Normal Map) for the ground segments.
Example Materials:
M_ArmyMan and M_Ground (Master Materials or unique complex materials).
Various MI_Plastic... (Material Instances) demonstrating quick color variations for the toy theme (e.g., MI_PlasticBlack, MI_PlasticGreen, MI_PlasticRed).
(Physical Materials also included in a dedicated folder for defining surface properties).
Technical Details:
Engine Version: Unreal Engine 5.5.4
Target Platform (Designed with in mind): Windows PC, highly adaptable for Mobile (Android/iOS) due to performance-conscious Blueprint design and rendering considerations.
Input System: Utilizes Unreal Engine's modern Enhanced Input System for flexible and robust input mapping.
Collision & Combat: Features physics-driven collision for followers and enemies, leading to automated and emergent battle outcomes.
Project Organization: Meticulously structured with clear folder hierarchies and assets named according to common Unreal Engine conventions for excellent readability and maintainability.
Documentation: Comprehensive project documentation (this document!) included, covering Blueprint architecture, key functionalities, customization guides, FAQ, and troubleshooting tips.
Perfect for:
Developers seeking a solid and fun foundation for an endless runner with unique crowd-based combat.
Individuals eager to learn about managing numerous simple AI actors, dynamic UI updates via Widget Components, and procedural segment generation in Unreal Engine.
Rapid prototyping of similar "mob," "crowd," or "horde" based gameplay concepts.
Fans of the classic toy soldier aesthetic looking for a ready-to-play and easy-to-modify game template.
Get CrowdRunner today and unleash your own dynamic massive battles!
https://www.fab.com/listings/35954016-79e4-4fec-a51c-ba5c45582643